ISBN: 9798170481521 - game development pipelines with blender, substance 3d, unreal engine, unity, and asset automation: connecting dcc tools and game engines through standardized assets, and automated export workflows (6 resultados)

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Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH
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EUR 33,41
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Taschenbuch. Condición: Neu. Neuware - Build a dependable asset pipeline from first brief to final game buildGame-ready content depends on more than strong modeling or attractive materials. Teams need shared standards, predictable handoffs, reliable validation, and export processes that work across tools and platforms. This book presents a practical framework for connecting Blender, Substance 3D, Unreal Engine, and Unity through consistent asset specifications and repeatable automation.Designed for artists, technical artists, pipeline developers, producers, and small or large game teams, it explains how to organize production so that assets remain traceable, portable, and ready for review. You will see how to plan deliverables, define naming and folder conventions, configure project settings, manage source control, and establish acceptance criteria that reduce preventable rework.What you will learn- Prepare modular Blender models with reliable transforms, origins, topology, normals, modifiers, collections, and exportable objects.- Create efficient UV layouts, high and low-poly baking sets, and dependable naming schemes for normal, ambient occlusion, curvature, and position maps.- Build reusable Substance 3D materials, texture presets, channel-packed outputs, and engine-specific exports while maintaining correct resolution and color-space settings.- Define standardized requirements for meshes, materials, textures, collisions, metadata, scale, orientation, LODs, and platform targets.- Configure FBX, glTF, and texture exports, then automate Blender processing with Python and Substance 3D batch jobs.- Import and assemble assets in Unreal Engine and Unity, including materials, prefabs, collisions, LODs, Nanite, virtual shadow maps, render pipelines, and Addressables.- Create automated checks for geometry, UVs, textures, paths, dependencies, performance budgets, and metadata.- Use manifests, command-line processing, editor scripts, logging, and continuous integration to move approved assets through a controlled production flow.From individual assets to maintainable production systemsStep-by-step examples connect each stage, from an asset brief and Blender scene through baking, texturing, engine import, validation, and build publication. Dedicated case studies cover a modular environment kit, a character workflow, a shared material library, and the diagnosis of cross-tool failures.Rather than focusing on isolated software features, the book shows how decisions in one application affect every downstream stage. Templates, checklists, manifests, scripts, versioning practices, and reporting methods help teams establish a pipeline that is easier to review, troubleshoot, expand, and maintain.A practical reference for creating consistent, automated, and production-ready game assets across major DCC tools and engines.…

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Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de AmericaGrand Eagle Retail
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EUR 21,09
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Paperback. Condición: new. Paperback. Build a dependable asset pipeline from first brief to final game buildGame-ready content depends on more than strong modeling or attractive materials. Teams need shared standards, predictable handoffs, reliable validation, and export processes that work across tools and platforms. This book presents a practical framework for connecting Blender, Substance 3D, Unreal Engine, and Unity through consistent asset specifications and repeatable automation.Designed for artists, technical artists, pipeline developers, producers, and small or large game teams, it explains how to organize production so that assets remain traceable, portable, and ready for review. You will see how to plan deliverables, define naming and folder conventions, configure project settings, manage source control, and establish acceptance criteria that reduce preventable rework.What you will learnPrepare modular Blender models with reliable transforms, origins, topology, normals, modifiers, collections, and exportable objects.Create efficient UV layouts, high and low-poly baking sets, and dependable naming schemes for normal, ambient occlusion, curvature, and position maps.Build reusable Substance 3D materials, texture presets, channel-packed outputs, and engine-specific exports while maintaining correct resolution and color-space settings.Define standardized requirements for meshes, materials, textures, collisions, metadata, scale, orientation, LODs, and platform targets.Configure FBX, glTF, and texture exports, then automate Blender processing with Python and Substance 3D batch jobs.Import and assemble assets in Unreal Engine and Unity, including materials, prefabs, collisions, LODs, Nanite, virtual shadow maps, render pipelines, and Addressables.Create automated checks for geometry, UVs, textures, paths, dependencies, performance budgets, and metadata.Use manifests, command-line processing, editor scripts, logging, and continuous integration to move approved assets through a controlled production flow.From individual assets to maintainable production systemsStep-by-step examples connect each stage, from an asset brief and Blender scene through baking, texturing, engine import, validation, and build publication. Dedicated case studies cover a modular environment kit, a character workflow, a shared material library, and the diagnosis of cross-tool failures.Rather than focusing on isolated software features, the book shows how decisions in one application affect every downstream stage. Templates, checklists, manifests, scripts, versioning practices, and reporting methods help teams establish a pipeline that is easier to review, troubleshoot, expand, and maintain.A practical reference for creating consistent, automated, and production-ready game assets across major DCC tools and engines. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

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Librería: California Books, Miami, FL, Estados Unidos de AmericaCalifornia Books
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EUR 21,10
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Condición: New. Print on Demand.

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Librería: PBShop.store US, Wood Dale, IL, Estados Unidos de AmericaPBShop.store US
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EUR 23,18
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PAP. Condición: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

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Librería: PBShop.store UK, Fairford, GLOS, Reino UnidoPBShop.store UK
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Envío por EUR 5,98Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
PAP. Condición: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

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Librería: CitiRetail, Stevenage, Reino UnidoCitiRetail
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Paperback. Condición: new. Paperback. Build a dependable asset pipeline from first brief to final game buildGame-ready content depends on more than strong modeling or attractive materials. Teams need shared standards, predictable handoffs, reliable validation, and export processes that work across tools and platforms. This book presents a practical framework for connecting Blender, Substance 3D, Unreal Engine, and Unity through consistent asset specifications and repeatable automation.Designed for artists, technical artists, pipeline developers, producers, and small or large game teams, it explains how to organize production so that assets remain traceable, portable, and ready for review. You will see how to plan deliverables, define naming and folder conventions, configure project settings, manage source control, and establish acceptance criteria that reduce preventable rework.What you will learnPrepare modular Blender models with reliable transforms, origins, topology, normals, modifiers, collections, and exportable objects.Create efficient UV layouts, high and low-poly baking sets, and dependable naming schemes for normal, ambient occlusion, curvature, and position maps.Build reusable Substance 3D materials, texture presets, channel-packed outputs, and engine-specific exports while maintaining correct resolution and color-space settings.Define standardized requirements for meshes, materials, textures, collisions, metadata, scale, orientation, LODs, and platform targets.Configure FBX, glTF, and texture exports, then automate Blender processing with Python and Substance 3D batch jobs.Import and assemble assets in Unreal Engine and Unity, including materials, prefabs, collisions, LODs, Nanite, virtual shadow maps, render pipelines, and Addressables.Create automated checks for geometry, UVs, textures, paths, dependencies, performance budgets, and metadata.Use manifests, command-line processing, editor scripts, logging, and continuous integration to move approved assets through a controlled production flow.From individual assets to maintainable production systemsStep-by-step examples connect each stage, from an asset brief and Blender scene through baking, texturing, engine import, validation, and build publication. Dedicated case studies cover a modular environment kit, a character workflow, a shared material library, and the diagnosis of cross-tool failures.Rather than focusing on isolated software features, the book shows how decisions in one application affect every downstream stage. Templates, checklists, manifests, scripts, versioning practices, and reporting methods help teams establish a pipeline that is easier to review, troubleshoot, expand, and maintain.A practical reference for creating consistent, automated, and production-ready game assets across major DCC tools and engines. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.…